scummvm/engines/agi/motion.cpp
Eugene Sandulenko 93d62da652 Whitespace fixes and C++ comments
svn-id: r41239
2009-06-06 17:39:13 +00:00

232 lines
5.3 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "agi/agi.h"
namespace Agi {
int AgiEngine::checkStep(int delta, int step) {
return (-step >= delta) ? 0 : (step <= delta) ? 2 : 1;
}
int AgiEngine::checkBlock(int x, int y) {
if (x <= _game.block.x1 || x >= _game.block.x2)
return false;
if (y <= _game.block.y1 || y >= _game.block.y2)
return false;
return true;
}
void AgiEngine::changePos(VtEntry *v) {
int b, x, y;
int dx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
int dy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
x = v->xPos;
y = v->yPos;
b = checkBlock(x, y);
x += v->stepSize * dx[v->direction];
y += v->stepSize * dy[v->direction];
if (checkBlock(x, y) == b) {
v->flags &= ~MOTION;
} else {
v->flags |= MOTION;
v->direction = 0;
if (isEgoView(v))
_game.vars[vEgoDir] = 0;
}
}
void AgiEngine::motionWander(VtEntry *v) {
if (v->parm1--) {
if (~v->flags & DIDNT_MOVE)
return;
}
v->direction = _rnd->getRandomNumber(8);
if (isEgoView(v)) {
_game.vars[vEgoDir] = v->direction;
while (v->parm1 < 6) {
v->parm1 = _rnd->getRandomNumber(50); // huh?
}
}
}
void AgiEngine::motionFollowEgo(VtEntry *v) {
int egoX, egoY;
int objX, objY;
int dir;
egoX = _game.viewTable[0].xPos + _game.viewTable[0].xSize / 2;
egoY = _game.viewTable[0].yPos;
objX = v->xPos + v->xSize / 2;
objY = v->yPos;
// Get direction to reach ego
dir = getDirection(objX, objY, egoX, egoY, v->parm1);
// Already at ego coordinates
if (dir == 0) {
v->direction = 0;
v->motion = MOTION_NORMAL;
setflag(v->parm2, true);
return;
}
if (v->parm3 == 0xff) {
v->parm3 = 0;
} else if (v->flags & DIDNT_MOVE) {
int d;
while ((v->direction = _rnd->getRandomNumber(8)) == 0) {
}
d = (ABS(egoY - objY) + ABS(egoX - objX)) / 2;
if (d < v->stepSize) {
v->parm3 = v->stepSize;
return;
}
while ((v->parm3 = _rnd->getRandomNumber(d)) < v->stepSize) {
}
return;
}
if (v->parm3 != 0) {
int k;
// DF: this is ugly and I dont know why this works, but
// other line does not! (watcom complained about lvalue)
//
// if (((int8)v->parm3 -= v->step_size) < 0)
// v->parm3 = 0;
k = v->parm3;
k -= v->stepSize;
v->parm3 = k;
if ((int8) v->parm3 < 0)
v->parm3 = 0;
} else {
v->direction = dir;
}
}
void AgiEngine::motionMoveObj(VtEntry *v) {
v->direction = getDirection(v->xPos, v->yPos, v->parm1, v->parm2, v->stepSize);
// Update V6 if ego
if (isEgoView(v))
_game.vars[vEgoDir] = v->direction;
if (v->direction == 0)
inDestination(v);
}
void AgiEngine::checkMotion(VtEntry *v) {
switch (v->motion) {
case MOTION_WANDER:
motionWander(v);
break;
case MOTION_FOLLOW_EGO:
motionFollowEgo(v);
break;
case MOTION_MOVE_OBJ:
motionMoveObj(v);
break;
}
if ((_game.block.active && (~v->flags & IGNORE_BLOCKS)) && v->direction)
changePos(v);
}
/*
* Public functions
*/
/**
*
*/
void AgiEngine::checkAllMotions() {
VtEntry *v;
for (v = _game.viewTable; v < &_game.viewTable[MAX_VIEWTABLE]; v++) {
if ((v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN)
&& v->stepTimeCount == 1) {
checkMotion(v);
}
}
}
/**
* Check if given entry is at destination point.
* This function is used to updated the flags of an object with move.obj
* type motion that * has reached its final destination coordinates.
* @param v Pointer to view table entry
*/
void AgiEngine::inDestination(VtEntry *v) {
if (v->motion == MOTION_MOVE_OBJ) {
v->stepSize = v->parm3;
setflag(v->parm4, true);
}
v->motion = MOTION_NORMAL;
if (isEgoView(v))
_game.playerControl = true;
}
/**
* Wrapper for static function motion_moveobj().
* This function is used by cmd_move_object() in the first motion cycle
* after setting the motion mode to MOTION_MOVE_OBJ.
* @param v Pointer to view table entry
*/
void AgiEngine::moveObj(VtEntry *v) {
motionMoveObj(v);
}
/**
* Get direction from motion coordinates
* This function gets the motion direction from the current and previous
* object coordinates and the step size.
* @param x0 Original x coordinate of the object
* @param y0 Original y coordinate of the object
* @param x x coordinate of the object
* @param y y coordinate of the object
* @param s step size
*/
int AgiEngine::getDirection(int x0, int y0, int x, int y, int s) {
int dirTable[9] = { 8, 1, 2, 7, 0, 3, 6, 5, 4 };
return dirTable[checkStep(x - x0, s) + 3 * checkStep(y - y0, s)];
}
} // End of namespace Agi